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Too Good to be True? https://forums.paradigmconcepts.com/viewtopic.php?f=10&t=1817 |
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Author: | Eric Hughes [ Mon May 18, 2015 11:06 am ] |
Post subject: | Too Good to be True? |
So I was stating out attacks, and I found that one of my PC's could deal an average of over 37 stamina per hit. Granted that is with a LOT of spin on the clock and eating some strain. But because this damage is so over the top, I want to make certain that I am doing this right before taking the build to a con. Ability Die : 2d6! (d12 + Might Rune on armor) Weapon : 1d12 Neroth's Grasp : +2 Fervidite : +1 Fine Q. : +1 Necronic Rune : +1 Fire Rune : +1 Forward Stance : 1d4 Smite Heretic : 1d6 Brittle Bones : 1d10 Mighty Swing : +5 = 37 adv damage |
Author: | wilcoxon [ Mon May 18, 2015 11:28 am ] |
Post subject: | Re: Too Good to be True? |
That's a lot of damage. However, there are some problems with it: Ability Die : 2d6! (d12 + Might Rune on armor) Weapon : 1d12 Neroth's Grasp : +2 {talent and magic item?} Fervidite : +1 {untyped} Fine Q. : +1 {item} Necronic Rune : +1 {magic item} Fire Rune : +1 {magic item} Forward Stance : 1d4 {talent} Smite Heretic : 1d6 {spell} Brittle Bones : 1d10 {spell} Mighty Swing : +5 {maneuver} You can only have 1 of each category of bonus for each of die and static. Therefore, you have to lose Necrotic Rune, Fire Rune, and Smite Heretic (or Brittle Bones) for a total "loss" of 1d6+2 (5.5 average) which still leaves 31.5 avg damage which is still high but it requires 2+ talents, a rune, and at least one spell. |
Author: | Eric Hughes [ Mon May 18, 2015 11:58 am ] |
Post subject: | Re: Too Good to be True? |
Thanks Steve! My gut told me there was something wrong. I just couldn't figure out what. |
Author: | toodeep [ Mon May 18, 2015 12:26 pm ] |
Post subject: | Re: Too Good to be True? |
I would argue that the brittle bones and smite heretic would work together, since the brittle bones is actually cast on the target prior to the attack, while the smite heretic is part of his attack. Though I think that is complicated, since they are both spell bonuses, but on different targets. Of course, if the brittle bones were cast by an ally, it would become ally source rather than spell and would stack. Additionally, since you don't have a static spell bonus you could factor in a benediction of the gods bonus, and take your forward stance up to a 1d6 for tier two to increase your damage as well. But the different runes would definitely not stack. With casting the brittle bones ahead of time, activating the might rune, and the spell/mighty swing combo, this is a 15 tick attack, with 6 recovery, that causes 2 strain damage to the caster. So compare this to 5 tick 3 attacks for damage comparison... |
Author: | Eric Hughes [ Mon May 18, 2015 2:38 pm ] |
Post subject: | Re: Too Good to be True? |
On a damage per tick basis dropping the spell casting is certainly more effective. However, if I need to bypass a some of the really high AR's we have been seeing, or I want to be assured of doing a wound due to massive stamina damage, then this is part of that plan of attack. |
Author: | Hat [ Mon May 18, 2015 4:28 pm ] |
Post subject: | Re: Too Good to be True? |
Eric Hughes wrote: On a damage per tick basis dropping the spell casting is certainly more effective. However, if I need to bypass a some of the really high AR's we have been seeing, or I want to be assured of doing a wound due to massive stamina damage, then this is part of that plan of attack. The idea of sitting out 15 ticks for any maneuver makes me wince. I've got a character that regularly sits out between 6 and 8 ticks and it feels like an eternity. I'd also be very careful about assuming that the damage will be sufficient to wound. Sure it might be likely, but if the adversary spends a fate point to bump his defenses, or your damage comes in a bit on the low side you might not get the wound you're looking for. It's really good damage, it's just a lot of eggs in one basket. With exploding dice, it's still possible to get that big damage in a faster shot, though far less likely. With a sweep of his hat, Paul |
Author: | Eric Hughes [ Mon May 18, 2015 5:49 pm ] |
Post subject: | Re: Too Good to be True? |
As usual, you make a good point Paul. Compared to Acturis and his speed 2 ability to distract opponent, I'm sure that I'd start to squirm in my chair a little. I guess that is one disadvantage to looking at an excel spreadsheet, to actually dicing things out against an opponent. Humm, I think I need to reevaluate my assessment methods..... |
Author: | toodeep [ Mon May 18, 2015 6:33 pm ] |
Post subject: | Re: Too Good to be True? |
What this has done for me has started me thinking about the brittle bones spell. I never liked it before because it required two things to happen - first I have to effect it, then someone else has to hit. Why do that when I can get more effect out of spells that immediately do damage? The answer may be that by assisting your beefy damage dealers at a critical time with an additional 5 points of damage, it may help cause more wounds. I'll have to think about that. |
Author: | Eric Hughes [ Mon May 18, 2015 6:40 pm ] |
Post subject: | Re: Too Good to be True? |
Ok. Back to my original concept..... Grand Master of the Beer Stein. With Mighty Swing on a speed 3 club, That puts me right at 21.9 Adv. Stamina per hit (Explosion Adjusted), or 65.7 Stamina per mighty sweeping strike. Makes life as a martial worth living.....? Edit: Nope have to use a real club cause I just realized I can't get Grand Master Beer Stein, until after two tiers of Weapon Savant. Still, it is only a -3 to hit with with a Beer Stein if i have combat aptitude. humm how to do this legally.... |
Author: | Southernskies [ Mon May 18, 2015 7:40 pm ] |
Post subject: | Re: Too Good to be True? |
GrandMaster (Chair Leg)? Step 1: Hit them with the chair you were sitting on (improvised) to break it Step 2: Hit them with the club (chair leg) you just created. ![]() |
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